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I found a CCAS NPC in Broken Tower Redoubt, thus I'm curious as to which start he belongs to. Can somebody enlighten me?

 

The Forsworn prisoner one, though I forget the name. He's the guy you talk to about being/not being a sacrifice.

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For some reason non of the animal starts are setting the animals as my master

I have all requirements like SD+ DAYMOYL DD SS etc is this intended and simply not added yet?

 

No, that isn't intended. If you have SD+, any of the "animal slave" starts should start you as a slave.

 

Did you make sure that creatures are enabled in Sexlab?

 

A papyrus log might help in tracking down the problem too.

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EDIT: Didn't see your "all fixed" post at first. Nevermind. :)

 

 

I was going to try this mod out on my bloated, tortured load order to freshen things up a little, but I seem to be having odd issues with it.
*snip*

I'd say that this mod is fully incapable of doing anything to racemenu... but you're not the first person to have an issue with it. Which is really, really weird.

Ref posts:

http://www.loverslab.com/topic/60586-content-consumers-alternate-starts/page-46?do=findComment&comment=1662186

http://www.loverslab.com/topic/60586-content-consumers-alternate-starts/page-47?do=findComment&comment=1662232

http://www.loverslab.com/topic/60586-content-consumers-alternate-starts/page-74?do=findComment&comment=1882731

http://www.loverslab.com/topic/60586-content-consumers-alternate-starts/page-74?do=findComment&comment=1882795

 

CCAS does nothing to racemenu in any way, and doesn't touch the starting character at all either. And as far as I know, LAL doesn't do anything like that either. As for missing controls, that's new to me too.

About mods re-installing themselves - are you using the most recent version of SkyUI? There might be some issue there, try reinstalling?

 

And if it's happening whether CCAS is enabled or not, that's undoubtedly a load order issue then. CCAS doesn't modify any vanilla scripts, or any scripts from any other mods either. Unless some other mod just happens to have some of the same script names, which is possible but I think unlikely. Are you using any mod managers?

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No problem, I really shouldn't have missed such an obvious mistake.

Though I still find it weird that something so minor as not having run FNIS could have such a huge effect, but I guess that's Skyrim's engine for you, especially 255 active mods later.

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220 I am an Alicia, promised to Lord Sanguine. doesn't show up for me. I have SD+ installed. other SD+ ones show up. not that one though

 

I got the requirements wrong on several of those in the last couple of versions. It might think it needs Sexlab Stories too... you could try using this console command before talking to the Mara statue and see if that fixes it:

 

set ccas_mod_stories to 1

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Hey guys.  Is this mod German language only?  I seem to get a menu option thats all in German.  

Sorry if I missed something.

 

Graham C.

 

That's all your end probably. No one else has mentioned that.

 

Does the ancient Nord Queen quest end? I have restored the Gauldur amulet but the quest is still open.

 

The nord queen is part of Stories, not really alt start, but I don't think it is complete. The quest should change at some point, but iirc there was a bug where certain Nord NPCs were not recognized as such and sex with them did not progress the quest.

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NB: The next version of CCAS will be making use of new Egg Factory v2.8 functionality in some scenarios:

 

 - 130, Chaurus Egg Breeder
 - 131, Chaurus Slave
 - 150, Spider Victim
 - 390, Aspiring Mage
 - 400, Arachnophobia
 - 480, Egg Factory
 - 544, Escaped Slave
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Nice!

Will we be getting the 'Horse Version of Dog's Chewtoy' in the next one? And is there any chance any of these will be expanded ever beyond startups? I'd love an actual quest based on the Dog's Chewtoy start...

 

Not unless I get around to it, sorry. :(

I'm taking a bit of a break from modding right now, but when I get back to it I'm going to start working on a forced marriage scenario. The horse version is on my to-do list though.

 

As for expanding them beyond startups, in general, no. It's not really the point of the mod, but I must admit that I've got lots of ideas for various expansions.

As for the Dog Chewtoy quest, I do agree that one needs something more. That one and the Forsworn Prize scenario both need some TLC.

I have plans to take Witch of the Wilds, Riekling Shaman, and Bandit Honeypot out of CCAS and make them into separate minimods with more content.

 

Here's the current changelog for the next version:

 

 

  • Reorganized the mara statue dialogue menus. Hopefully this is a little better...
  • Added a "back to previous menu" option in all submenus
  • Added a new submenu to root - escaped slave, where you can pick a hold to start out in. Requires the latest DD version for the optional DD content.
  • Moved the Red Wave dialogue option under the Prostitute submenu.
  • Changed Bandit Honeypot scenario, now requires Bandit Honeypot mod (WIP/beta)
  • Enabled the Trapped In Rubber scenario
  • Removed SD+ requirement for Alicia and Dibellan Sisterhood.
  • Added a "must be Nord race" requirement to the Ancient Nord Queen scenario (must be female, nord, and have sexlab stories installed). This may change in the future.
  • Removed Estrus Chaurus requirement for the Chaurus Egg Breeder scenario (is an optional extra).
  • Changed SD+ requirement to Sexlab Stories requirement for the Chaurus Egg Breeder scenario.
  • Removed SD+ requirement from the Falmer Slave scenario (is an optional extra like all the SD+ enslavement scenarios) - note that the falmer may, in rare cases, be permanently hostile without it
  • Fixed an array out of bounds error in the Surprise Me option (thanks skyrimll for catching that)
  • Added the missing storageutil call to the Surprise Me option.
  • A couple of changes to the Mara dialogue - typos, order issues, etc.
  • Red Wave now moved back from Prostitute submenu into Miscellaneous submenu. I think it probably makes more sense this way...
  • Giant Offering and Egg Factory scenarios moved to "none/optional requirements" submenu.
  • Added Family Ties scenarios (currently Altmer, Breton/Redguard, Imperial, Nord, and generic Orphan) and root submenu.
  • Added an Enslaved to a Seeker scenario (SD+ optional).
  • Added an Enslaved to a Lurker scenario (SD+ optional).
  • Added Reikling Shaman scenario (WIP/beta)
  • Added a missing Inn Prostitute scenario (Ragged Flagon)
  • Added a barebones "Beastess" scenario under Miscellaneous. Requires Beastess Lairs.
  • Added a new Chaurus Slave scenario (SD+) because of the changes to the current Egg Breeder scenario.
  • Added some new mechanics to the Witch of the Wilds scenario, new crafting benches, and new recipes. Like Bandit Honeypot, this may eventually work its way into a separate mod.
  • Witch of the Wilds now sets SD+ spriggan infection to zero when starting. This can be changed in the MCM.
  • Moved the Witch of the Wilds scenario out of Anise's cellar. The cave entrance/exit is now in the Rift. Cleaned up the basement and removd all my changes.
  • Fixed a bug where the quest would not complete properly in the Soulgem Incubator scenario.
  • Moved the "wrong way" trigger box in the Soulgem Incubator scenario closer to the starting area.
  • Prevented Necromancers and some undead from being permanently friendly if taking the "bad" ending route in Soulgem Incubator.
  • Added patrol markers to the Dark Counselor so he wouldn't get too busy playing with alchemy to stop the player in the Soulgem Incubator scenario
  • Fixed the Dark Counselor's voice
  • Updated Egg Factory scenario for the newest version
  • Fixed bad faction properties in the Egg Factory scenario
  • Fixed a typo in the Egg Factory Cultist's journal.
  • Egg Factory is now modevent-driven, meaning Egg Factory is actually an optional extra for the scenario.
  • Egg Factory modevents also used in some other scenarios where appropriate. Beware possible complications with other node alteration mods, as always.
  • Completely reworked the Expectant Mother scenario from the ground up. This includes all dialogue, stages, locations, etc. Hopefully this won't be quite so buggy now.
  • Moved creature masters a bit farther away from the player, so script lag hopefully won't cause player damage or death.
  • Added some minor things to the creature cell.
  • Messed with the lighting in the creature start cell. Should be a bit better now, I hope.
  • Added some missing navmesh in the creature cell (deliberately left some out though for testing).
  • Moved the Falmer Slave scenario (standard SD+ enslavement) location to the creature cell.
  • Moved the Spider scenario (SD+, not Arachnophobia) to the creature cell. Cleaned up blackreach.
  • Added an extra Sabre Cat and Bear to the creature cell.
  • Stripped out everything but the additem and modevent calls in the Egg Breeder scenario. This will prevent conflicts and extra script time with the new version of Stories/Parasites.
  • Reworked Giant faction and slavetats effect. Should prevent conflicts with other mods in the Giant Offering scenario. Note - this scenario now uses custom giants, which means they will not be affected by any other mods that affect normal giants.
  • Moved the SD+ Giant Slave start to Guldun Rock with a new master to prevent conflicts with the Giant Offering scenario. NB: This may or may not work properly as I have used a vanilla giant template with no aggro warning/attack settings. In practice, this *should* mean that your master is fine, but other giants will still attack you if you get too close (?). Note that since this is a templated actor with no alterations except the aggro settings, all other mods that alter giants should work.
  • Added missing goodbye flag on Dremora's dialogue in the Aspiring Mage scenario
  • A couple of (fairly minor) changes to the Maze of Oblivion cells.
  • Added some more potions to the player's starting inventory in the Aspiring Mage scenario.
  • Fixed some bad object alignment issues in the Maze of Oblivion cells.
  • Added patrol markers to the Whiterun guard in the XPO scenario so he doesn't just sit in one place all day doing nothing. Users might not ever notice this unless they specifically use that scenario and even then only after getting out of prison.
  • Moved starting location for Prison Overhaul closer to Whiterun
  • Added a small item to the Inn Prostitute scenarios
  • Fixed a typo in one of the Inn Prostitute scenarios
  • Moved starting location for the Alicia scenario out of the prison (currently uses a forsworn camp).
  • Changed SD+ parasite events to Kyne's Blessing events
  • Added Kyne's Blessing parasites events (optional as always) to some scenarios where appropriate
  • Family Ties (orphan) triggers the entry scene of the orphanage when exiting the punishment room.
  • Fixed the Skooma Whore cleanup script from triggering a debug trace whenever you'd enter the area around the worker's house in Mixwater Mill regardless of whether or not you're using that scenario.
  • Fixed a partially broken script in the Aspiring Mage scenario when talking to Urulaaska-Shun.
  • Fixed the Forsworn scenario actor forcegreeting the player during the game if you didn't select that scenario to start.
  • Changed the Orc Master (SD+ enslavement) to an orc at Bilegulch Mine
  • Removed the bow and thorn rake (sword) from the Spriggan Host entry scenario, as skyrimll is adding them to the next version of Stories anyway. Kept the arrows though, because I like the look of the Riekling gear. :)
  • Fixed a problem with mixed up Kynesgrove/Candlehearth Inn Prostitute scenarios.
  • Changed the starting area in the Aspiring Mage scenario.
  • Altered the mechanics of the Giant Offering scenario. Now the player is an offering specifically to the Talking Stone Giants, and not to ALL giants.
  • Cleaned up .esp of unused items, spells, packages, globals, NPCs, etc. Players hopefully won't notice any difference, but it makes me happier.
  • Deleted some unused meshes from the archive. Players hopefully won't notice any difference, but the archive should be a tad smaller now.
  • Fixed numerous USLEEP overwrites... except the damnable Moldering Ruins issues. End users probably won't really notice anything, but take pleasure in the knowledge that CCAS is now (mostly) USLEEP-compatible.
  • Renamed a lot of the topic information form scripts. Players won't notice any difference, but my sanity does.
  • Changed how sexlab stats are seeded. Now 33% more better goodness!
  • Added Apropos wear and tear seeding to all scenarios, if your apropos settings allow for W&T and after effects textures.
  • Removed invalid race check. It's a resource hog and is too easy to bypass, making it mostly pointless.
  • Fixed some missing/bad quest objectives
  • Added missing north markers to some interiors
  • Added some of actors to the Sexlab Forbidden faction. Should prevent enslavement, random sex, and sexist/derogatory comments.
  • Added a modevent for Solstheim scenarios configurations. Hopefully players won't notice any difference.
  • Updated Parasites volume 1 with new parasite

 

 

I'm still waiting on a couple of mods to update before I release it.

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Still waiting for that Trapped In Rubber update, I see... :ph34r:

 

Yep. Although technically, without Trapped In Rubber updated, all that will happen would be a log error and you'd be stuck in the starting cell.

The only other mod I'm waiting for right now is Devious Devices. I guess I could point users to the development build, but I think it's better to just wait.

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